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Messages - escpodgames

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User Showcase / Re: Pirate Pop Mega Quiz - iOS and Android (FREE)
« on: January 24, 2018, 01:55:00 PM »
Thanks djaydino! Some good points about the gems, will add that to the next update :)
Loading times on Android have been the bane of my life for the last 3 months, Waited for Unity 2017.3 as it was meant to make loading of levels on Android faster, but no dice.

Thanks for the review :)

User Showcase / Re: Pirate Pop Mega Quiz - iOS Released
« on: January 23, 2018, 03:25:03 PM »

User Showcase / Re: Pirate Pop Mega Quiz - iOS Released
« on: October 23, 2017, 12:45:09 PM »
Thanks Jean, and thanks for all your help over the years :)

User Showcase / Re: Pirate Pop Mega Quiz - iOS Released
« on: October 22, 2017, 05:08:39 PM »
I sure am! Should be out end of November (gave iOS a grace period)

Also planning on adding multiplayer at some point.

User Showcase / Re: Pirate Pop Mega Quiz - iOS Released
« on: October 21, 2017, 05:28:10 PM »
Thanks djaydino

Pirate pop Mega Quiz has been featured as "New games we love" by Apple

User Showcase / Pirate Pop Mega Quiz - iOS and Android (FREE)
« on: October 15, 2017, 03:12:57 PM »
Pirate Pop Mega Quiz is NOW AVAILABLE on iOS and Android.

(Made with 100% Playmaker)

Test your trivia knowledge in a fast-paced, multiple-choice quiz game as you put your overabundance of useless information to good use.



Android -


Share New Actions / Re: IAP Manager - Easy In-App-Purchase Workflow
« on: August 10, 2017, 01:35:00 PM »
@nowISnow The easiest way is to save it as a playerpref but these will get deleted if the user uninstalls the app and then reinstalls. PlayerPrefs are also super easy to hack.

I have just setup Playfab in my mobile game, this can do a ton of things, including saving player data to the cloud.
There are Playmaker actions for Playfab on the asset store so it's not too hard to setup once you get your head around the system.

Playmaker Help / FSM - STOP
« on: July 24, 2017, 07:36:13 PM »

Ever since I updated my project to Unity 5.3 with Playmaker 1.8 (Latest version) I have had a weird behaviour where some of my FSMs will stop and randomly in a frame, this annoyingly will restart the FSM if it is set to reset on disable. If you have Reset on Disable off it can solve most of the issues except for Audio. I'm getting heaps of stop and starts on my audio when ever an fsm that has played audio stops. (see picture of FSM log)

What causes this stop?

Action Requests / Re: Unity 5+ IAP and Ads actions
« on: July 03, 2017, 05:10:19 PM »
Thanks a ton Jean!!!!

Android Help / Re: Best practice cutting phone controls in two areas
« on: April 16, 2017, 11:24:05 PM »
What you can do is use the touch info action to get the normalized touch position in X and then check if it is above or below 0.5. You can also check how long the touch took and set it as a tap if it was short, a press if it was longer than say 0.5 seconds (use store delta time). You can also use the delta position and check if the touch position has moved a set distance within a set time to check if it is a swipe and what direction it is in.

Hope that helps

Playmaker Help / Re: Network time
« on: March 19, 2017, 11:14:20 PM »
It appears that is no longer working.

I have tried to use the Epoch actions but always get back the same time (01/01/1970 13:00) How are these actions used to get the correct time?

Playmaker Help / Re: Network time
« on: January 03, 2017, 04:48:09 PM »

Share New Actions / Re: Load prefabs to arraylist (from folder in asset)
« on: October 27, 2016, 07:02:15 PM »
That is super handy! Thanks a ton!

Playmaker Announcements / Re: Playmaker actions for Playfab
« on: October 23, 2016, 01:59:52 PM »
Awesome! I have been looking into Playfab for storing game data, are you going to be making the actions for this? OR is that the GetUserDataAction.cs

Action Requests / Re: Playfab
« on: October 09, 2016, 02:15:27 PM »
There is this, haven't looked into it yet but could be good....!/content/65311

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